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Old November 8th, 2006, 06:21 AM
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Quite a few of the ideas in Dom were taken from D&D. The creators seem to be well aware of the fact, and it's certainly not a bad thing, except when conventions, such as 9 levels of spells, and quite a bit of the way the magic system is structured, for that matter, get in the way of Dom's uniqueness. I love this game, but I love it from the perspective of mythology, not so much conventional roleplaying, especially Dungeons & Dragons, which has the same appeal for me as Captain Morgan's spiced rum-I used to love it, but I got very sick on it, and now I don't drink much these days, and when I do it's wine or tequila. Right now, Dom 3 is coming from D&D. It's better, a lot better, but that's the path it took. If you want a good magic system, try Ars Magica. I'd like to see Dominions evolve in that direction, while retaining as much as possible from real-world myths and original thinking, like H.P. Lovecraft, Clive Barker, Fritz Lieber, Michael Moorcock, and Robert Jordan (even though he killed Conan), roleplaying games like Talislanta, The Empire of the Petal Throne, and Legend of the Five Rings. Also, I'd like to mention the much, and sadly, ignored D&D Dark Sun, Spelljammer, and Ravenloft settings. Nothing wrong with a little rum now and then, in the right recipe, for flavor.
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